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Experimental Tournaments

BADGRAPHICS

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When Super Smash Bros. for Wii U and 3DS are released, no doubt the tournament scene is going to surge. New players are going to flock in, and old players are going to come test the waters of the new games.

For the most part, though, I'm concerned that the majority of competitive players are going to be setting up standard Melee-style tournaments (1 vs 1, Final Destination/Battlefield, no items) from the word go. Now, I know the Melee tournaments we've had to date have been fantastic, and I'm sure that style will be great in the new games, but personally, I'd really love to experiment with the new game before settling into our tried and tested routine.

Remember, this is a new game, and what defines a player's skill may be radically different.

Personally, I think I might set up a free-for-all tournament in my area (North UK), with a promotion/relegation style player grouping system to lessen the blow of random events.

I'd be interested to know if anybody else is going to get straight into tournaments, and how you plan to use them to test the competitive nuances of these new additions to the series!
 

Chiroz

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When Super Smash Bros. for Wii U and 3DS are released, no doubt the tournament scene is going to surge. New players are going to flock in, and old players are going to come test the waters of the new games.

For the most part, though, I'm concerned that the majority of competitive players are going to be setting up standard Melee-style tournaments (1 vs 1, Final Destination/Battlefield, no items) from the word go. Now, I know the Melee tournaments we've had to date have been fantastic, and I'm sure that style will be great in the new games, but personally, I'd really love to experiment with the new game before settling into our tried and tested routine.

Remember, this is a new game, and what defines a player's skill may be radically different.

Personally, I think I might set up a free-for-all tournament in my area (North UK), with a promotion/relegation style player grouping system to lessen the blow of random events.

I'd be interested to know if anybody else is going to get straight into tournaments, and how you plan to use them to test the competitive nuances of these new additions to the series!

Not to be mean, I am not trying to bash you.

You can organize any tournament you want to organize and no one can tell you otherwise, so if you want to organize this type of tournament go ahead!

Yet... Skill will never be the determining factor in FFA. What if 2 friends are in the same match? What if 3 friends are on the same match? What if some matches have already passed and players have noticed one player is very strong.

What I am talking about is the possible 1v2 and 1v3 scenearios that might arise. Some players also purposely pick characters with the best mobility (such as Sonic) and just run and jump from side to side, this is actually the best strategy if the match is Stock based.

Yes the game is new and things might change, but in any FFA game, doesn't matter which one it is, unfairness is a factor, and anything that isn't fair does not completely attest to skill.

Basically what I am saying is that an FFA tournament might be really fun and even I would join to have a good time, but if you mix prizes or "skill" with an FFA tournament people will feel cheated when that Pikachu and Mario both team up against them.
 

Vkrm

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Good luck getting people to travel x amount of hours to compete a in tourney where bull**** is the defining factor in matches.
 

HeroMystic

Legacy of the Mario
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When Super Smash Bros. for Wii U and 3DS are released, no doubt the tournament scene is going to surge. New players are going to flock in, and old players are going to come test the waters of the new games.

For the most part, though, I'm concerned that the majority of competitive players are going to be setting up standard Melee-style tournaments (1 vs 1, Final Destination/Battlefield, no items) from the word go. Now, I know the Melee tournaments we've had to date have been fantastic, and I'm sure that style will be great in the new games, but personally, I'd really love to experiment with the new game before settling into our tried and tested routine.

Remember, this is a new game, and what defines a player's skill may be radically different.

Personally, I think I might set up a free-for-all tournament in my area (North UK), with a promotion/relegation style player grouping system to lessen the blow of random events.

I'd be interested to know if anybody else is going to get straight into tournaments, and how you plan to use them to test the competitive nuances of these new additions to the series!
"Style player grouping system"?

This makes no sense. Smash doesn't work like that.

Furthermore, regardless of any game, FFA is detrimental to skill, not due to random events, but due to players doing "dirty" tactics. If you really want crazy and fun, then 2v2 with team attack on is all you really need. The majority of those matches that excludes Metaknight are all really fun to play and watch.

That said, I do understand what you mean. I remember Jack Kieser was running Brawl tournaments with items turned on (explosives and hammers were banned, along with other things), and I don't know how successful that was, but I wouldn't mind experimenting with things such as items when SSB4 comes out.
 

BADGRAPHICS

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Yes the game is new and things might change, but in any FFA game, doesn't matter which one it is, unfairness is a factor, and anything that isn't fair does not completely attest to skill.

Thanks for the input; I'm aware of the difficulties regarding fairness and balance in a FFA tournament, but in my view, it could make a great testing-ground. Of course nothing is set in stone yet for my hypothetical tournament for a game that isn't out yet!

"Style player grouping system"? This makes no sense. Smash doesn't work like that.

Hmm, how to phrase it. Single-elimination is undoubtedly the best format when games are stripped of random elements, but in order to soften defeats exacerbated by random chance, a round-robin or group/league table set-up would be better, in my opinion.
Regardless of how you want to set up your tournament, you need to read each of the TO primers in the Tournament Discussion boards.

Thanks for the heads-up; I have read the primers in the past, but I could do with a refresher. An experimental tournament would obviously need to be advertised as such, and treated as strictly friendly, with no prizes or accolades associated.

In any case, this thread should be treated as strictly hypothetical. I am by no means already setting up a tournament for a game that doesn't even have a release date.
 
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I believe when Brawl was first around they had 2v2 tournaments with 4 stocks and all stages. I'm sure there will be some experimenting. It would be weird not to have all stages accessible unless all you are thinking about when you buy the game is tournaments. I'm not even going to think about a tournament for the game during the first month of having it.
 

HeroMystic

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For Brawl at EVO, it was 4 stock, 1v1 (2v2 might've been there, can't remember), all stages, with all items. For all intents and purposes that didn't last long at all because caution was thrown into the wind.

Hmm, how to phrase it. Single-elimination is undoubtedly the best format when games are stripped of random elements, but in order to soften defeats exacerbated by random chance, a round-robin or group/league table set-up would be better, in my opinion.

I see what you mean here. This is basically a pools system (get enough wins/points to get into the bracket). It's better than Single/Double elimination right from the start, but I would prefer working with something less inventive like items. FFA is practically an entirely new competition.
 

metho

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FFA with a time limit on and only the winner makes it through to the next round may work. If people team up, how do they decide who gets the kill. I think it could work.
 

SmashCentralOfficial

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For the most part, though, I'm concerned that the majority of competitive players are going to be setting up standard Melee-style tournaments (1 vs 1, Final Destination/Battlefield, no items) from the word go.

Isn't it odd how a lot of casual players think the competitive scene only plays on FD and BF, when counter picking is a huge factor in tournament play? What's really ironic is that I find it's my "casual" friends who tend to play on FD more often than any other stage.
 

Smur

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I remember when my Gamestop had a tournament for the opening release of brawl. I had trained a fairly well played Mario with the Japanese version (because my bro and his friends were so hype). Items were on for some reason, maybe they had the same idea you did? Anyway, I ended up losing because of items and I was SO salty. All that practice (fun practice, but still practice) down the drain because of items.

ITEMS R BAD
 

LiteralGrill

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Isn't it odd how a lot of casual players think the competitive scene only plays on FD and BF, when counter picking is a huge factor in tournament play? What's really ironic is that I find it's my "casual" friends who tend to play on FD more often than any other stage.
I believe when Brawl was first around they had 2v2 tournaments with 4 stocks and all stages. I'm sure there will be some experimenting. It would be weird not to have all stages accessible unless all you are thinking about when you buy the game is tournaments. I'm not even going to think about a tournament for the game during the first month of having it.

Well, I came into this thinking: Boy, it'd be nice to try some new rulesets or set ups.

There might be something better out there then a starter/counterpick system we've never changed from, but have always just kept using because we always have. I SERIOUSLY hope some good experimenting takes place, we tried lots of things in PSASBR and found some amazing, some not so amazing, and some interesting systems. I just don't want us to just stick to the way we've always done things if it can be done better.
 

HeroMystic

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Isn't it odd how a lot of casual players think the competitive scene only plays on FD and BF, when counter picking is a huge factor in tournament play? What's really ironic is that I find it's my "casual" friends who tend to play on FD more often than any other stage.

To be fair, the only frequent stage I see in Brawl Tournaments these days is Smashville, with a little bit of Final Destination, Battlefield, and PS1. There's a bit more variety in Melee while there's a lot of stages in Project: M.
 

SmashCentralOfficial

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To be fair, the only frequent stage I see in Brawl Tournaments these days is Smashville, with a little bit of Final Destination, Battlefield, and PS1. There's a bit more variety in Melee while there's a lot of stages in Project: M.
I definitely agree. Smashville and Battlefield definitely seem to be favourites in Brawl. FD is probably not so common do to the weird lip at the ledges which often traps characters.
 

Fenrir VII

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The problem is that we want the matches to be as fair as possible, which is why we try to limit the randomness in the game. That also leads to banning certain stages that really benefit particular characters, etc.

All that said, I love FFA tournaments... but like others have said, you frequently have 2v1/3v1 arrangements, which is just no fun for anybody. Heck, I played in and won a few Melee FFA tourneys, and frequently had one player target me the whole match, etc...
They're fun, but there's no way M2K or somebody is going to travel miles for the home-boys to team up on him.
...I'm honestly not sure how you could get around this for a "standard" FFA tournament, either...

Also, I don't feel that all items are inherently unfair... the problem is that they are randomly placed while playing. This benefits the characters with high mobility/speed, who are generally ALREADY at that advantage over other characters.

The main takeaway that I can agree with the OP on is that we should give all stages a fair shake. You're always going to have those really trash/unfair ones, like New Pork City, Spear Pillar, WarioWare, etc... but some others are banned because people just don't like them, and I think we should reconsider that type of mindset.
 

LiteralGrill

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I definitely agree. Smashville and Battlefield definitely seem to be favourites in Brawl. FD is probably not so common do to the weird lip at the ledges which often traps characters.

A lot of people over the years have even argued that Final Destination is a counterpick, and some have had good reasons to back them up

The problem is that we want the matches to be as fair as possible, which is why we try to limit the randomness in the game. That also leads to banning certain stages that really benefit particular characters, etc.

All that said, I love FFA tournaments... but like others have said, you frequently have 2v1/3v1 arrangements, which is just no fun for anybody. Heck, I played in and won a few Melee FFA tourneys, and frequently had one player target me the whole match, etc...
They're fun, but there's no way M2K or somebody is going to travel miles for the home-boys to team up on him.
...I'm honestly not sure how you could get around this for a "standard" FFA tournament, either...

Also, I don't feel that all items are inherently unfair... the problem is that they are randomly placed while playing. This benefits the characters with high mobility/speed, who are generally ALREADY at that advantage over other characters.

The main takeaway that I can agree with the OP on is that we should give all stages a fair shake. You're always going to have those really trash/unfair ones, like New Pork City, Spear Pillar, WarioWare, etc... but some others are banned because people just don't like them, and I think we should reconsider that type of mindset.

In PSAS we actually managed standard FFA tier lists and tournaments. I know that sounds crazy, but it is doable.

A lot of time when we ban stages that are too good for one character though, we end up leaving stages that oonly benefit a small group. While this isn't just ONE character anymore, it still is a bad practice at times.

Though the last part, where we ban stages we don't like also happens a LOT. I fought hard against that for PSAS and the game while it lasted was better because of it, and some people changed their minds about certain stages even. It's worth giving them a long run to collect proper data and really be sure it's a problem, something we've also not done in the past but I'm trying to improve on for the future (I'm trying to make up a HUGE data system collector of some sort, stay tuned on that) so proper decisions can be made.
 

Erimir

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I remember when my Gamestop had a tournament for the opening release of brawl. I had trained a fairly well played Mario with the Japanese version (because my bro and his friends were so hype). Items were on for some reason, maybe they had the same idea you did? Anyway, I ended up losing because of items and I was SO salty. All that practice (fun practice, but still practice) down the drain because of items.

ITEMS R BAD
:p To me, that's just you getting your comeuppance for practicing hard for a tournament that's supposed to be a fun time for everyone, just playing it for the first time, and probably included a number of little kids.

Also, to the OP, good luck getting these people to try out these types of tournaments. They dislike anything with a random element. While you could include items, for example, if you made matches longer to balance out the randomness, people would just prefer to know it's non-random and have matches take less time. I have to say that while items are fun, I prefer them to be off when I'm being more competitive.

I do think it's sad that there isn't much of a way to include items that's fair, because for a number of the items, there's a lot of skill involved in using them (particularly items like the beam sword and home run bat). But the random spawning and random item selection is always going to be the problem. Of course, you could always just make it only one item at a time, but eh.

To be honest, I'm surprised there aren't more complaints about the characters with random elements to their moves. Peach pulled a bomb instead of a turnip! SO UNFAIR! :c :troll:
 

Fenrir VII

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In PSAS we actually managed standard FFA tier lists and tournaments. I know that sounds crazy, but it is doable.
I'd actually be interested to learn how you controlled teaming up, because that's the primary concern of a FFA tournament.

I think we agree on the stages topic. During the early phases of Brawl, I actually argued that we should ban chain-grabbing, as opposed to banning walk-off stages because of chain-grabbing, but that was quickly shot down... DDD practically made any stage with a wall or walkoff unplayable, and I always thought that sucked.
 

Overswarm

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Most of the people commenting have never hosted nor entered a tournament with an FFA or Item format. Jack would be better to talk to about items, but item tournaments have shown consistent placings (meaning it is skill-based). Items are a preference, nothing more. There are INDIVIDUAL moments of randomness that can occur that make you feel that the game is swingy, but the results have shown this is not the case as long as the proper items are used.

FFA tournaments have to be handled well. What has been done in the past is to have a point system: 2 points for surviving the longest (the traditional winner) and 1 point for having the most KOs amongst those that didn't survive. The survivor cannot get 3 points.

The FFAs would then be 4 people playing to a best of X points, where X was determined by whether it was a 'normal' game or a finals match. If you set X to, say, 5, and there was a tie (2, 0, 1, 2 and 0,2,2,1 in a 4 game series) then the game would simply be played until a player beats the tie. If there were 4 players with a score of 5, 5, 4, 1, the person with a score of 4 could win if he survived and the player with a score of 1 got the most KOs, making the final score 5, 5, 6, 2. This means ties do not guarantee victory.

There are some additional skills in FFAs that may be unfavorable to certain characters and playstyles. Camping is a high risk high reward strategy as it is unlikely they will get "most KOs" and thus are saying "I'm going to survive longer than anyone"; in most of the FFA events I've participated in it has frequently been the case that campers would be targeted for having more stock.

"Teaming up" is often considered "cheap" but in an FFA format it is legal. The only scenario in which this could be unfavorable is something like 3 friends vs. 1 stranger, but even then: FFA. Mostly comes down to the TO.

If you don't believe it can work, run your own event. Get a group of 4 or 8 and then do an FFA tournament styled like the above, then do it again, then do it again, then do it again. Look for patterns and you should see the peopel you would expect to win a 1v1 tournament are doing similarly.

Odd numbers of people can be solved by giving a bye to some players or having a 3 man FFA.
 

LiteralGrill

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I'd actually be interested to learn how you controlled teaming up, because that's the primary concern of a FFA tournament.

I think we agree on the stages topic. During the early phases of Brawl, I actually argued that we should ban chain-grabbing, as opposed to banning walk-off stages because of chain-grabbing, but that was quickly shot down... DDD practically made any stage with a wall or walkoff unplayable, and I always thought that sucked.

Well, we randomized the order people went in. Which isn't perfect but in general it had okay results when done with a double elim bracket.. We also at one point ran a format similar to a royale rumble in pro wrestling that had some goods and bads too, but the bads outweighed the goods in the end (to most people, though I thought it did a good job of determining the best players who came better then any other method, or at least that's what data showed.)

And yeah, it's sad we left in a bad tactic at the price of stage variety. People sometimes should look at the fact that a character is making us make a rule and think of that thing the character can do is the problem, or the stage is, and actually respond appropriately.
 

Chiroz

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Most of the people commenting have never hosted nor entered a tournament with an FFA or Item format. Jack would be better to talk to about items, but item tournaments have shown consistent placings (meaning it is skill-based). Items are a preference, nothing more. There are INDIVIDUAL moments of randomness that can occur that make you feel that the game is swingy, but the results have shown this is not the case as long as the proper items are used.

FFA tournaments have to be handled well. What has been done in the past is to have a point system: 2 points for surviving the longest (the traditional winner) and 1 point for having the most KOs amongst those that didn't survive. The survivor cannot get 3 points.

The FFAs would then be 4 people playing to a best of X points, where X was determined by whether it was a 'normal' game or a finals match. If you set X to, say, 5, and there was a tie (2, 0, 1, 2 and 0,2,2,1 in a 4 game series) then the game would simply be played until a player beats the tie. If there were 4 players with a score of 5, 5, 4, 1, the person with a score of 4 could win if he survived and the player with a score of 1 got the most KOs, making the final score 5, 5, 6, 2. This means ties do not guarantee victory.

There are some additional skills in FFAs that may be unfavorable to certain characters and playstyles. Camping is a high risk high reward strategy as it is unlikely they will get "most KOs" and thus are saying "I'm going to survive longer than anyone"; in most of the FFA events I've participated in it has frequently been the case that campers would be targeted for having more stock.

"Teaming up" is often considered "cheap" but in an FFA format it is legal. The only scenario in which this could be unfavorable is something like 3 friends vs. 1 stranger, but even then: FFA. Mostly comes down to the TO.

If you don't believe it can work, run your own event. Get a group of 4 or 8 and then do an FFA tournament styled like the above, then do it again, then do it again, then do it again. Look for patterns and you should see the peopel you would expect to win a 1v1 tournament are doing similarly.

Odd numbers of people can be solved by giving a bye to some players or having a 3 man FFA.
I don't have anything against anything specific to say against what you expressed but as a person who has played 4 people FFA consistently I can assure you even if on the long run the better player might come out on top, that long run is not seen at a single tournament.

Any group of players can team up against a well-known player. You can allow the worst of the opponents to get the kill, you allow him to hit you and then jump off once you are at 130%+. You could all team up against one opponent. You could pick Sonic or Pikachu and just run and Up-B from side to side of the stage and just fight once everyone is at a high %. You don't have to give up kills like you imply, you could just join once they are above 80-90% damage.

The fact is FFA demands cheap but effective strategies and these strategies will undoubtedly create an unfair scenario against the player who isn't performing them.

Sure you can run one of these tournaments every once in a while, but if this was to be an actual format then all you would see would be friends teaming up, people giving other kills, campers and the ones who don't even join combat at all.



Edit: Just as a note I have vast experience in FFAs. I used to play 4 people FFA every week day for about 4-6 months in Brawl with some casual friends from a class at my University. At the start it was very easy to beat them but after a few weeks they were very organized and would fight me sequentially. This didn't mean they wouldn't fight each other but basically as soon as one of them got a good hit on me all of them would try to combo me out of it. Dodging one person meant eating another one's punish and this was all just because they knew I was the biggest threat.

We switched from stocks to 6 minute time matches in order to minimize this effect but once I reached an 80-90% they would all gang up on me 3v1, even if there was another player at 120%. Why? Because they knew that if they didn't I could easily survive to 150%+ while none of them had the ability to survive for that long, as so they needed to kill me as soon as I was in kill range they would do everything in their power to not allow me to continue the stock indefinately.

They would sometimes as soon as I was thrown out of the stage by one of them go so far as to stop all the fighting and have a player edgeguard me, another covering the edgeguarding player (stading right behind him and waiting to punish me if I tried anything) and the third player grabbing the edge repeatedly so I had to recover on the stage. Tell me how that isn't unfair.
 

LiteralGrill

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The fact is FFA demands cheap but effective strategies and these strategies will undoubtedly create an unfair scenario against the player who isn't performing them.

I know this is a bit of a blanket statement, but isn't that kinda how ALL competitive smash matches go? (Though using the word cheap has various meanings to different people?) And normally we tell people to adapt and deal with these strategies. One side of thinking or the other is wrong, though I wont comment as to which one is 100% right as I dont 100% know.
 

Chiroz

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I know this is a bit of a blanket statement, but isn't that kinda how ALL competitive smash matches go? (Though using the word cheap has various meanings to different people?) And normally we tell people to adapt and deal with these strategies. One side of thinking or the other is wrong, though I wont comment as to which one is 100% right as I dont 100% know.
I just edited something at the end of my post. I think it expresses what I mean by cheap better.

When another player uses a cheap strategy it is fine because that strategy is also accessible to you, you just did not want to use it. When something like 3v1 occurs then it is just completely unfair.

The Sonic example is a perfect "deal with it" scenario. I was just trying to imply that these type of playstyles take the fun away from the game. Someone who just constantly runs makes the game unbearable. I personally like FFAs, but if someone just picks Pikachu and Up-Bs from side to side while his friends are just mawing on you anytime you try to punish Pikachu for being predictable, I will just finish the match, say good game and proceed to never play with that group of people again.
 

Chiroz

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Also it is good to note that the contrary also exists. I have seen people who are afraid of the best player and try not to interact with him.

By this I mean that sometimes the other 3 players will only fight by themselves out of fear of the best player and will allow the best player to do whatever he desires unhindered, I have also lived this.

This also creates 2 unfair situations. One being a player (the one considered the best) not participating in any open combat until he knows the time is right. The other is an inherent 2v1 that will form out of the 3 person FFA.
 

LiteralGrill

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I just edited something at the end of my post. I think it expresses what I mean by cheap better.

When another player uses a cheap strategy it is fine because that strategy is also accessible to you, you just did not want to use it. When something like 3v1 occurs then it is just completely unfair.

The Sonic example is a perfect "deal with it" scenario. I was just trying to imply that these type of playstyles take the fun away from the game. Someone who just constantly runs makes the game unbearable. I personally like FFAs, but if someone just picks Pikachu and Up-Bs from side to side while his friends are just mawing on you anytime you try to punish Pikachu for being predictable, I will just finish the match, say good game and proceed to never play with that group of people again.
That explanation is MUCH better, and it's harder to to think of a way around it, no rule would ever be 100% properly enforceable to make people not gang up on each other.
 

Chiroz

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That explanation is MUCH better, and it's harder to to think of a way around it, no rule would ever be 100% properly enforceable to make people not gang up on each other.
I think FFA tournaments can work as long as they are far in between. That is because I believe once people start learning who the best players are they will start targeting that player more. What this means is that even when no one in the match knows each other if all 3 odd players know that one player that placed first the last FFA tournament it is almost inevitable a gang up will occur. At least in my opinion.
 

Fenrir VII

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Yeah, like Ray, I also have pretty extensive FFA experience... I actually won about 10 or 11 local FFA tournaments (and a couple thousand bucks in game store credit in the process...which was sweeeeet) shortly after Melee came out.

Their rules were Single Elim, all stages, and each person got to pick 1 item to turn on medium... which was pretty awesome, actually.

In MOST cases, a FFA tournament will work ok, because people won't inherently gang up on the others until they know them... the problem occurs with larger tournaments, if you wanted big name players to come. Again I'll use M2K as an example... if he gets in an FFA match with any kind of money pot, it almost guarantees a 3v1 against him.

In Melee, 2v1/3v1 wasn't always terrible, because you could generally avoid and get them to hit each other... but in Brawl, the grab combos and stuff would make that nearly impossible.


FFA play is amazing when no money is on the line... as soon as you add money, people become a-holes.




now items, I could see making a case for an item-allowed tournament... because it just adds a bit of random. No inherent disadvantage to any player. I don't see that ever taking off as more than a side event, but it'd be fun.
 

SmashChu

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When Super Smash Bros. for Wii U and 3DS are released, no doubt the tournament scene is going to surge. New players are going to flock in, and old players are going to come test the waters of the new games.

For the most part, though, I'm concerned that the majority of competitive players are going to be setting up standard Melee-style tournaments (1 vs 1, Final Destination/Battlefield, no items) from the word go. Now, I know the Melee tournaments we've had to date have been fantastic, and I'm sure that style will be great in the new games, but personally, I'd really love to experiment with the new game before settling into our tried and tested routine.

Remember, this is a new game, and what defines a player's skill may be radically different.

Personally, I think I might set up a free-for-all tournament in my area (North UK), with a promotion/relegation style player grouping system to lessen the blow of random events.

I'd be interested to know if anybody else is going to get straight into tournaments, and how you plan to use them to test the competitive nuances of these new additions to the series!
I highly encourage you to do so; however, competitive players will shun anything that is not 1v1 No items final destination. Keep this in mind esspecially if you want to use SmashBoards as advertisement.
 

Chiroz

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I am up for joining any and all tournaments that are either online or less than an hour drive from where I live.

That includes FFA tournaments. I just love playing Smash. I was just cautioning that this type of tournament will never be seen as fair or as a testament to a player's skill and that there are valid reasons why it is so.
 

LiteralGrill

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I am up for joining any and all tournaments that are either online or less than an hour drive from where I live.

That includes FFA tournaments. I just love playing Smash. I was just cautioning that this type of tournament will never be seen as fair or as a testament to a player's skill and that there are valid reasons why it is so.

That depends, if you gather insane numbers of people like other tournaments have too, it is possible to be recognized especially if results are close to other similar more "competitive" events. Though it'd be a stretch admittedly.
 

Jack Kieser

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Since I've been name dropped, I guess I should say something. :p

First of all, this thread is continuing a discussion that I've had with people long before this forum started and that AA has continued and written a very eloquent OP for in another thread. I have always, since the beginning of Brawl's lifespan, thought that we went about nurturing Brawl, as an independent game, in a horrible manner. We made a LOT of mistakes in the first 6 months of that game, which is weird to me, since in the 6 months preceding Brawl, I had gotten into more arguments with people on these very boards over David Sirlin's competitive design philosophy than almost any other time in my life; we threw all of that into the trash and embraced the "scrub" mentality that he discusses in his writings.

I had always been, am now, and will always be a proponent of throwing out the rulebook with each new iteration of the game. I firmly think that, even if a few top players understand the rationale behind most of the decisions the previous generation of Smashers made in relation to their one game, each successive iteration of Smash brings in such a massive influx of new players to the scene that without classes and Smash history books, teaching all of those players the ways of the old guard is just impractical. So, forcing all of the old rules on them as though they are law and not simply the result of an accident of which game was being played by which people at the time is suicide (and obviously, that was the case with Brawl; the community, though still kind of ok right now, essentially cannibalized itself less than 2 years in).

It is important to start at square one and let all of these new players, under the wise guidance of what older players remain, figure out on their own that 1 v 1 is better than FFA or what number of stocks is best because:

A ) our old answer MAY NOT BE RIGHT anymore, and
B ) by telling them what the answer will be, whether it's the right or wrong answer, we stop them from experimenting with ideas we didn't even think of and coming to a better answer for the new game.

For instance, I have many times said that Brawl 1v1 is more fair, more balanced, less broken, allows more viable characters, weakens most of top tier, and removes OP strategies when a VERY curated list of items (with a corresponding counterpick system) set on low is introduced. This is tested, it's true, it works. I spend over a year, more including side stuff, of my life with various people on and off line testing this theory. The proof is there. Brawl with items is competitive. As Overswarm correctly stated, the results of ISP tournaments are consistent, and they aren't viewed with as much salty rage as Melee item events were. It's a perfectly viable, very fair, very balanced way to play.

But, items were turned off from day one in Brawl. No, side events don't count; there was NEVER a serious national item event until WHOBO 1, and guess what? I ran that event and it was beautiful. It was a 2v2 event, and we had to cancel the 1v1 event due to a scheduling conflict with the anniversary of the resurrection of our lord Jesus Christ ( -_- ) , but guess what? M2K, who teamed with Inui and won the 2v2 event, personally came up to me and expressed his disappointment because the 2v2 went so well.

MANY parts of Brawl were like that. Stages lasted a grand total of about 3 weeks before bans were made, hard bans that last to this day. It's been over 6 years and we haven't undone the damage of being stubborn and closed-minded on day 1 of Brawl's lifespan.

So, guess what? Here's my recommendation for how we handle SSB4: no regional or national events in the United States with a cash prize for at least 365 days after the release of the game. Have all the locals you want, but there should not be a tournament scene for the first year at all. No money should be on the line. The first year should be nothing but Smashfests and time spent in the lab. This will take dedication. Players who live off the game will have to get a job. TOs who rely on their events will have to lose money on events for a year, most likely. This is a good thing, because it means only the most passionate who actually CARE about the game will be active. In that time, literally EVERY possible combination should be tested. Coin mode? Go for it. 7 stocks? Have fun. And, yes, items?

I'll be restructuring the ISP thread myself. Now that I'm out of college, I'm planning on dedicating my life to that thread again, organizing events nationwide (and locally), re-testing all of the new items, rebuilding the recommended counterpick and ban lists, and building a ruleset that we can all agree on will be competitively viable.

This is literally the only way to make SSB4 as healthy a game as possible, competitively. We can't use the same tired old philosophies as the traditional FGC uses, recycling their rulesets with every new game on day one because so little of the core mechanics have changed. We can't afford to do that. We have to teach a massive new influx of players not only how to play, but how to be a part of a competitive community, how to debate properly their ideas, how to integrate in and interact with the existing playerbase. We have to figure out the best ways to play the game, without bias, only caring about what's best for the community.

That's what I think we should do.
 

Jack Kieser

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Maybe you didn't see the threads before SamuraiPanda came in and sprayed them with the fire hose. I literally had people telling me to leave the internet and never come back again because I dared to make those threads.

It was more hateful than it should have been. Some people vigorously defended keeping items out of tournaments, even side events, and almost everyone who wasn't a poster in those threads or someone who played in an event took serious convincing before they even considered the thread worth the bits on the server. Interestingly enough, it was mostly mods who gave us the time of day. His assertion is... sadly, not that far off.
 

Aidebit

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Maybe you didn't see the threads before SamuraiPanda came in and sprayed them with the fire hose. I literally had people telling me to leave the internet and never come back again because I dared to make those threads.

It was more hateful than it should have been. Some people vigorously defended keeping items out of tournaments, even side events, and almost everyone who wasn't a poster in those threads or someone who played in an event took serious convincing before they even considered the thread worth the bits on the server. Interestingly enough, it was mostly mods who gave us the time of day. His assertion is... sadly, not that far off.
If that's true, then I'm disappointed by those guys not trying something new.
Still though, they don't represent the whole community, I just disagreed with SmashChu's statement because he was making a generalization about the competitive community, which, in my opinion isn't true.
 

SmashChu

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I just disagreed with SmashChu's statement because he was making a generalization about the competitive community, which, in my opinion isn't true.


I wish it was an exaggeration. But, sadly, competitive Smash players want less and less. They ban stages, items, and now, characters. I'm all for a more open tournament Smash, but the community wont support it.
 

metalmonstar

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I certainly agree that we need to throw the rulebook at for the new smash game. In fact we should do the same for Melee and Brawl as well but it may be a little too late for that. The truth of the matter is we don't really understand the game we are playing. The rules we make are based on fears and perceptions rather than facts. Take for instance the brawl stagelist or time limit? What data did we collect to find out which stages were most fair and what the right time is for a match? I am hoping that for the next game we actually take a hard look at the rules and try to use actual data to allow or ban something rather than jumping to conclusions.
 

Aidebit

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I wish it was an exaggeration. But, sadly, competitive Smash players want less and less. They ban stages, items, and now, characters. I'm all for a more open tournament Smash, but the community wont support it.
We mostly ban items because we want to remove randomness, while randomness doesn't necessarily always destroy skill, it generally does.
Stage bans were because of circle camping, only a few of them were really banned for randomness.
Character bans because MK too broken, yo.
 

SmashChu

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We mostly ban items because we want to remove randomness, while randomness doesn't necessarily always destroy skill, it generally does
First, refer the the post above. I'm not sure if it was this thread, but someone noted that items remove some of the BS characters can do and does weaken the top tier characters. Second, Dota 2 has a TON of random elements (in RNG) yet that doesn't stop anyone from playing it competitively.
Stage bans were because of circle camping, only a few of them were really banned for randomness.
As someone noted above, stages were banned 3 months in with no change. There wasn't any testing.
Character bans because MK too broken, yo.
ZSS beta a MK in the finals at Apex 2013. M2K lost to a ROB with Meta-Knight at 2012. I fail to see an issue.

The reason the community bans things has more to do with they don't want to deal with it rather than it causes an issue. Most of what happened with Brawl was porting Melee's rule set with no question as to why.
 

Fenrir VII

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A few comments on the discussion thus far:

1. Because 1 player beat a few MK's doesn't mean that MK wasn't ridiculous (I'm not arguing for a ban here, but I've seen quite a few "oh I guess MK isn't broken..." responses). The fact is, it took 5 years for 2 or 3 people to figure out how to beat him once, which is crazy. I always felt that a couple characters had a decent matchup against him, but that doesn't really change the fact that he and DDD rendered about 3/4 of the cast nearly unplayable.

2. I'm not against item-allowed tournaments at all, but I think we might have a problem with people not wanting to travel for them. My suggestion would be to make online item-allowed tournaments as a testing environment. We had a number of online tournaments in Kid Icarus which turned out pretty well, so I am hoping something similar can occur in Smash.

3. I disagree with the "no tournaments for a year" statement, mainly because I think tournaments are necessary in the creation of a rule list. However, we should as a community be much more open to revisiting the complete ruleset from time to time, to see if there is a better way to handle it. Are these stages still unfair in some way, etc.
 
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